
An RTS-Roguelike hybrid with auto-battling troops. Master building placement, swarm your enemies, and smash their defenses with unit-commander combos!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 31 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The wait is over! The full version of "There Are No Orcs" is OUT NOW!
Join the Horde... (of Players)!
Find the Discord invite link in the game's main menu or in the sidebar of this Steam page.
We're Not Done Yet!
We'll keep rolling out new content, squashing bugs, and generally trying to make this game even more awesome for you. Thanks for the incredible support!

"There Are No Orcs" is a combat strategy game that blends Roguelike elements, tile-building, and auto-battling.
Take command of one of three factions: Humans, Demons, and Dwarves.
Strategically place buildings on tiles to produce a massive, endless army.
Forge an unstoppable front line and smash the enemy's base to smithereens!
Strategically place buildings to automatically produce gold or combat units. Maximize efficiency by leveraging synergy bonuses based on placement.
Each faction's buildings work in completely different ways. Not all strategies are created equal... but they're all fun to break!
Choose from 30 unique commanders, each with their own active skills, passive traits, and four exclusive buildings.
Pick your commander based on your favorite tactical style... or maybe just because you think they look cool. We won't judge.
Every run is a new tactical experiment. Feel like flooding the battlefield with an endless skeleton horde? Or perhaps launching a combined air-ground assault with elite dinosaurs is more your speed? Go on, try a strategy they haven't thought of!
Master the counter system to assemble the ultimate army. Battle across four distinct terrains—plains, desert, scorched earth, and tundra—and push your skills to the limit in the ultimate trial: Chaos difficulty.
(It's the kind of challenge where the developers might have just thrown in some... creative numbers to keep you on your toes. You've been warned.)
What are you waiting for? Stop reading and swarm the battlefield with your own forces!
(No orcs were harmed in the making of this game.)
Engagement
Reviews
Themes across 117 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great Towerdefense? idk what genre this would be typa game Character choice feels almost overwhelming in a good way satisfying to minmaxyou base with always something new to thinkabout for each character & game Not too easy or hard good balance there 2 small gripes i wish you would see whats going on in combat youre so focused on building out your base that you dont even notice it happening mabye a mini cam in the bottom rigth that always follows the frontline would be great I wish there was a more fun way of metaprogression other than 3 points of equipments that feel kind lackluster Mabye a way to edit your basedeck/cards and instead collapsing some of the characters into each other
There are a bunch of interesting ideas in this game, but ultimately it falls down on overall design. There are only 4 levels in the game and what the game wants you to do is to complete these 4 levels 100s of times with gradually ramping HP of the opponent creatures. This just isn't fun or varied enough to make a good game. A significant source of variation is that you can choose between ~30 commanders, which play quite differently, and you get achievements for completing each, but you can get all that on the easiest difficulty, so that's really what the game is incentivizing you to do. That's super boring. What should have been done is to have more levels and to design specific forced challenges for each commander instead of just repeating the same thing 100s of times. But that's not what the game is, so I can't recommend it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 117 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
2026最好的rouge塔防游戏,3大种族30个指挥官3个装备栏4个关卡5个难度非常耐玩,指挥官做出了差异,不过弱的真弱轮椅的也确实轮椅,而且装备可以继承不用每个人刷一套,而且局外内容仅影响开场那几分钟,胜负还是看局内抽卡,可以让玩家把精力集中在用不同指挥官推关上
Very repetetive. Good time waster, but not much else. The loot system is tedious, and everything seems to be made to tick boxes rather than engage.
Very satisfying, factions play very different and are great fun, altho some heroes seem to be rediculously OP and just outscale everything
My account has thousands of hours poured into games, but this one is my very first perfect achievement game. It is probably the only one where I literally just enjoyed playing it without even feeling like I have to grind, just having fun trying every commander and their different playstyles, and how some of them interact with some silly Chaos levels. I'm not saying it is THE perfect game, there are definitely minor bugs and things I wish would have been more (like unique bosses in certain levels of Chaos mode, and different maps), but just wow, thank you for this wonderful game! Music's also been stuck in my head these weeks now, I turn into a medieval bard without even realizing.
This game scratches all of the itches that a deck builder scratches without all of the bad bits of a deck builder. Difficulty scales nicely and there's a lot of variety in play style commander to commander. Definitely can recommend.
很好玩其实,但是感觉稍微有点无脑和简单...以至于持续游玩的欲望不是特别强。我觉得相比于同类型的王之凝视来说,还是设计的过于保守了,难度也不够高。首先上手了之后就会发现没有很多需要玩家停下来思考的东西,其次指挥官的设计感觉一半以上就是个摆设,实际上还是靠着那些基础卡爆相应套路的那几个兵种就赢了。 应该大幅增加难度,并大幅加强指挥官强度和存在感,让玩家需要去发挥每个角色的优势。 但是恶魔的涌动丰收机制真的是个挺不错的设计,稍微削弱一下劣魔,玩起来一定是在同类型游戏中非常特殊的体验
Of the 10 hours I played this game, I'd consider only 5 of those to be uniquely enjoyable. It's worth noting that the other 5 hours weren't deliberately unenjoyable, but they just weren't very engaging. As a matter of fact (at least for me) not much about this game is really annoying or infuriating, the gameplay is fair and balanced (if not easy), the requirements for unlocks generally feel pretty grounded, and the game runs fine. It just feels like after a certain point the game just looses enjoyability. Each race has their unique playstyles and gimmicks, all of which feel fleshed out and nice to work around, and each different race requires in some way or another a unique approach to the core gameplay. But that's really as far as it goes. The commanders can kind of alter gameplay, yes, just generally not enough. All of the commanders just feel 'too safe' I guess, it feels like they don't expand upon really any of their races mechanics, let alone the game's. After a certain point, whenever I'd unlock a new commander, I'd play them, think 'well that was certainly gameplay', and move on, because there really wasn't much to explore. I'm not wishing for mechanical depth to the differences, but rather for the differences to be big enough to actually change something notable about the gameplay. I think this issue could've been mitigated, if not completely removed, if the opponents were unique beyond their design and health/damage. I cannot recall a single time in the game where I had change my strategy as a result of the enemies, in fact, I don't recall a time when I even had to make minor alterations to it as a result of the enemies. The enemies seem to almost completely lack individuality, and which I think only further emphasizes the monotony that the game suffers from. All in all, I don't think it was worth the $9 that I spent on it, but maybe I just don't enjoy auto-battlers as much as I thought I did.
Прикольно. Геймплей затягивает, хорошие механики, сбалансированная прогрессия сложности, милые и приятные пиксели.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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